Civilization IV: Civics

The fixed governments in previous versions of Civilization are now replaced by a much more flexible Civics system, somewhat similar to the social engineering system in Alpha Centauri. The new system allows you to customize your government with various civics options that are classified into five categories: Government, Legal, Labor, Economy, and Religion. There are five options in each category. Players are free to choose any combination of civics.

Unless your leader is Spiritual, each time you change a civic, there will be a short period of anarchy. After each change, you cannot change civic again for a few turns.

NOTE: Information in this section is correct as of Beyond the Sword, version 3.13.

Government Civics:

IconCivic NameUpkeep CostRequired TechEffects
DespotismDespotismLowNoneNone
Hereditary RuleHereditary RuleLowMonarchy+1 per military unit stationed in the city;
RepresentationRepresentationMediumConstitution+3 science per specialist;

+3 in 4 to 6 largest cities, depending on map size;
Police StatePolice StateHighFascism+25% military unit production;
-50% war ;
Universal SuffrageUniversal SuffrageMediumDemocracy +1 hammer from town;
Can spend gold to finish production;

 

Legal Civics:

IconCivic NameUpkeep CostRequired TechEffects
BarbarismBarbarismLowNoneNone
VassalageVassalageHighFeudalismNew units receive +2 experience points;
More free units
BureaucracyBureaucracyHighCivil Service+50% hammers and +50% commerce in capital
NationhoodNationhoodNoneNationalismCan draft 1 to 5 units per turn, depending on map size;
+25% espionage points in all cities;
+2 from barracks
Free Speech Free Speech LowLiberalism +100% culture in all cities;
+2 gold from town

 

Labor Civics:

IconCivic NameUpkeep CostRequired TechEffects
TribalismTribalismLowNoneNone
SlaverySlaveryMediumBronze WorkingCan sacrifice population to finish production in a city
SerfdomSerfdomLowFeudalismWorkers build improvements 50% faster
Caste SystemCaste System MediumCode of LawsUnlimited artist, scientist, merchant;
+1 hammer from Workshops
EmancipationEmancipationLowDemocracy +100% growth for cottage, hamlet, village;
penalty for civs without emancipation

 

Economy Civics:

IconCivic NameUpkeep CostRequired TechEffects
DecentralizationDecentralizationLowNoneNone
MercantilismMercantilismMediumBanking+1 free specialist per city;
No foreign trade routes;
Foriegn coporations have no effect
Free MarketFree Market MediumEconomics+1 trade route per city;
-25% maintenance costs from corporations
State PropertyState Property LowCommunismNo maintenance cost from distance to palace;
+1 food from workshop, watermill;
+10% hammers in all cities;
Corporations have no effect
EnvironmentalismEnvironmentalismMediumMedicine +6 health in all cities
+25% maintenance costs from corporations;
+2 health from Public Transporation;
+2 commerce from Windmills, Forest Preserves

 

Religion Civics:

IconCivic NameUpkeep CostRequired TechEffects
PaganismPaganismLowNoneNone
Organized ReligionOrganized Religion HighMonotheismCan build missionaries without monastery;
Cities with state religion construct buildings +25 faster
TheocracyTheocracyMediumTheology+2 experience points in cities with state religion;
No non-state religion spread
PacifismPacifismNonePhilosophy+100% great person birth rate in cities with state religion;
+1 gold support cost per military unit
Free ReligionFree Religion LowLiberalism No state religion;
+1 per religion in a city;
+10% research in all cities

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